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    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)

    Hi guys,


    So I had this idea to have a couple of RFTools dimensions which are identical except for a couple of subtle but important differences. Think the same but time is twice as fast, for the purposes of a sort of story map. I'm pretty sure this should be possible by using the seed dimlet, digit dimlets, and a whole bunch of other dimlets to prevent randomness. However, after many attempts, I just can't seem to get two identical dimensions. Am I missing something? Does anyone know what dimlet combination would work? Also, is the seed dimlet supposed to acknowledge that the seed has been set when right clicking? I'm on Minecraft 1.10, RFTools Dimensions version 1.10-4.45


    Thanks in advance for any tips!

    Posted in: Minecraft Mods
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    posted a message on Carpenter's Blocks
    Quote from Laskeri»

    You could always do this with Chisels and Bits. You'd have to make the templates yourself but you could copy and paste them once you've got them... Of course you'd need to be on higher than 1.7.10.

    Unless I am mistaken, Chisels and Bits would not be compatible with the sloping face of a Carpenter's Wedge Slope. This idea actually came from wanting to put lettering on a spaceship with sloping sides. It would also be nice to be able to place letters onto Carpenter's Blocks in general, for example if you wanted a cover on one side and a letter on the other. For regular non-sloping blocks, having letters engraved would be pretty awesome though, thanks for the tip!

    Somewhat unrelated - I noticed a couple of situations of textures not rendering properly (Z-fighting). First is any Carpenter's Chisel texture on a collapsible block. Second is any time one block has a cover on it, there are cases where the edge of the cover fights with the texture of its neighbouring block. Example attached. Maybe not that easy to fix though?
    Posted in: Minecraft Mods
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    posted a message on Carpenter's Blocks

    Would be pretty cool if we could use the chisel to add lettering to blocks. Maybe uppercase, lowercase, and a few symbols? If you wanted to get fancy, you could even add multiple fonts. Anyway, text with one letter per block would be the perfect size for readability, and would look much more stylish than plastering the walls with vanilla signs.


    I originally made this feature suggestion to the Chisel mod, but it is probably better suited here, as the carpenter's chisel already adds textures as overlays, and so wouldn't require hundreds of new textures. There may be a few kinks, like how to quickly cycle through letters/cases/fonts, but that could probably be handled with a new mode or by clicking the top vs the bottom of a block, etc.


    If you are thinking of implementing this, but creating the textures is a hassle, just let me know. I would be happy to do it and can provide a couple of samples.

    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods

    Using the latest versions (as of yesterday) of JEI (3.9.0.292) and NEI (2.1.1.148), the NEI search box is not rendered. It is still clickable and functions correctly, but it is invisible. Looks like NEI removes the JEI search box shortly after it renders, but then fails to render its own. Tested with only NEI, JEI and CodeChickenCore loaded.


    Tried running a large variety of combinations of Forge, JEI and NEI versions, found that the problem is not present when rolling back to JEI 3.9.0.246* and NEI 2.1.1.146.


    Also, an unrelated request, if I may - would it be possible to put the 1.10.2 versions of NEI on Curse? It would help enormously with managing modpack updates. If there is some reason why not, I understand though.


    * This version or one close to it, will check when I get home and confirm.

    Posted in: Minecraft Mods
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    posted a message on NuclearCraft - complex nuclear engineering in Minecraft!

    That's exciting news, thanks for the response!


    Regarding the forum rules, I wasn't actually after an ETA (though I really appreciate your providing one!). All I really wanted was a comment indicating whether 1.8/1.9 had been ruled out. I am putting together an adventure mod pack which is likely to take months of work, so I can definitely afford to wait. However, it is important to know when a mod author has decided against 1.8, so that alternative plans can be made..

    Posted in: Minecraft Mods
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    posted a message on NuclearCraft - complex nuclear engineering in Minecraft!

    Awesome mod, great job on it. Do you have any plans for a future 1.8 or 1.9 update? Just some basic info like "Yeah, maybe later this year" or "no, not interested at all" would be fine. I think NuclearCraft would be great in a 1.8 mod pack.


    Thanks for the hard work!

    Posted in: Minecraft Mods
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    posted a message on ArchitectureCraft

    I am so pleasantly surprised that this mod exists, thanks for making it! I thought I was going to have to go back to blocky houses and sculptures...


    Just one question - do you have support for any of the Chisel mods? There seems to be quite a few versions these days. The one I am using is found at this curseforge page: http://minecraft.curseforge.com/projects/chisel (alpha for 1.8.9). If Chisel support exists or is added, that would really give a huge amount of creative scope.


    Thanks again for your work!

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]

    Hi again! Firstly thank you so much for adding/fixing the compatibility with WorldEdit, this really means a lot to me and provides an incredible opportunity for mapmakers.


    I am using WorldEdit's //count and //distr which give the number of a particular block, and the number of all blocks respectively, within a region. I can grab the returns of these commands and then do some string manipulation to pull the numbers themselves, but I was thinking these might make cool additions to the world object of the debug component. Something like:


    countBlocks(x1:number, y1:number, z1:number, x2:number, y2:number, z2:number, id:number or string, meta:number):number

    returns number of blocks within the region matching the specified id and metadata


    distrBlocks(x1:number, y1:number, z1:number, x2:number, y2:number, z2:number[, -d:use metadata flag]):array of id,count pairs

    returns a matched pair array containing the counted number of each unique block


    Just an idea, not demanding that you add this or anything :P

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    I am using Forge Worldedit.
    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Thanks for the quick response, Sangar. I tried binding the debug card to myself but unfortunately no luck with the WorldEdit commands. I am curious about what the conflict could be... it's a real shame that it doesn't work, given the incredible power it would give to map makers. If it's not going to be a priority/possibility to use OC for WorldEdit, do you perhaps know offhand anything that might work?
    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Firstly, thank you for your continued work on this great mod!

    I am using OC to make an adventure style pack, and have spent most of this morning trying to use WorldEdit via OC (unfortunately with no luck!). I would really appreciate it if someone could confirm whether it is possible to execute WorldEdit commands (Forge) using component.debug.runCommand . It would be a huge help if I could see a screenshot of a test with it working, including appropriate syntax.

    I have tried several commands with the below format. Commands do not give an error, but all return "1 nil", do not have any affect on the world (where applicable), and do not trigger the fake player to send any response messages to me.



    Non-working format example: component.debug.runCommand("//pos1 0,60,0")

    Perhaps it is because the OC fake player is not persistent or not recognized by WorldEdit, so it loses track of the fake player's command history?

    As a footnote, if it is not possible to use WorldEdit with OC, could anyone suggest an alternative method to run WorldEdit via automated code? Or at the bare minimum, simulate the Minecraft 1.8 Command Block Fill and Clone functions?
    Posted in: Minecraft Mods
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    posted a message on Ragnarok (Final Fantasy 8)
    Hi guys,

    I just found out about forge multipart, and I just HAD to take advantage of that. So, three weeks work later, I finished my model of the Ragnarok spaceship from Final Fantasy 8. I absolutely love the design of this thing in the game, so I hope I did it justice. 150 full-size blocks long, exterior only, for now.











    Posted in: Creative Mode
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    posted a message on Schematica
    Hi,

    I am using FTB unleashed 1.1.3, and just wanted to confirm that schematica cannot display the small blocks provided by chickenbones forge multipart mod. These are cubes 1/8 the size of a regular block and smaller, and a few other shapes. The information for these is store in tile entites, and I believe I read earlier in this thread that there is a problem with some tile entities and schematica. Unfortunately, since the multipart blocks have up to 8 small blocks per regular block, it isn't possible to just use the texture-less ghost as a go-by, as the detail within each block is necessary to build anything. I have a model with around 100k blocks, which I simply cannot build on a multiplayer server without your wonderful mod.

    Is there any hope in the near future for the forge multipart small blocks to be supported? I understand if there is some kind of major technical hurdle that will delay it a long time. I am sure you are working hard to make schematica work with the thousands of different setups out there!
    Posted in: Minecraft Mods
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    posted a message on MCEdit Filter Scripts
    Regarding my request for a multi-part block flipping filter, I have learned to use python and mcedit filters and created a basic working filter to achieve this. It only currently works for "corner" (cube) type blocks, which is all I require it to do, but I could easily expand it or share the code if anyone is interested.

    To learn about python and filters, I used texelelf's awesome filter-making tutorial. I highly recommend it!

    Posted in: Minecraft Tools
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    posted a message on MCEdit Filter Scripts
    Hi,

    I have an idea for a filter. What I would like to do is be able to correctly flip structures built with forge multipart. For anyone who hasn't seen this, it is a mod that allows multiple blocks to exist within the same block, for example a torch and a sign. The built-in flip in mcedit does not flip the individual parts within a block built with multipart.

    I am working on a gigantic airship model, built entirely out of multipart blocks, and it is so full of intricate detail that copying one side to its symmetrical other side without mcedit is a really scary thought. My inner programmer also tells me that it is morally wrong to do days of manual labour when there could be an elegant coded solution.

    To do this, I think you would have to replace all of the "multipart" data (see screenshot below) of the relevant block id (in this case, future block (1286:0)). The multipart data determines the type and arrangement of the multiple parts within each block. Coding the method to transpose one multipart value into its mirror equivalent would be relatively trivial, but sadly I have no idea how to make mcedit filters or python scripts.

    Anyone intrigued enough to give it a shot? I'm sure there are many builders out there who would incredibly grateful if such a filter existed.

    If you are thinking of giving this a go and would like help with the logic of mapping the multipart data to its mirror equivalent (in pseudocode), give me a shout. Even code for a filter that showed how to loop through each block of a particular id within a region, check its multipart data and change it into a place-holder based on that data's value ... that would be enough for me to struggle through with.

    Screenshot showing a multipart block and its multipart data:

    Posted in: Minecraft Tools
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